""" DevWalker.py is for avatars. A walker control such as this one provides: - creation of the collision nodes - handling the keyboard and mouse input for avatar movement - moving the avatar it does not: - play sounds - play animations although it does send messages that allow a listener to play sounds or animations based on walker events. """ from direct.showbase.InputStateGlobal import inputState from direct.directnotify import DirectNotifyGlobal from direct.showbase import DirectObject from direct.showbase.MessengerGlobal import messenger from direct.task.Task import Task from direct.task.TaskManagerGlobal import taskMgr from panda3d.core import ClockObject, ConfigVariableBool, ConfigVariableDouble, Mat3, Point3, Vec3 class DevWalker(DirectObject.DirectObject): notify = DirectNotifyGlobal.directNotify.newCategory("DevWalker") wantDebugIndicator = ConfigVariableBool('want-avatar-physics-indicator', False) runMultiplier = ConfigVariableDouble('dev-run-multiplier', 4.0) # Ghost mode overrides this: slideName = "slide-is-disabled" # special methods def __init__(self): DirectObject.DirectObject.__init__(self) self.speed=0.0 self.rotationSpeed=0.0 self.slideSpeed=0.0 self.vel=Vec3(0.0, 0.0, 0.0) self.task = None def setWalkSpeed(self, forward, jump, reverse, rotate): assert self.debugPrint("setWalkSpeed()") self.avatarControlForwardSpeed=forward #self.avatarControlJumpForce=jump self.avatarControlReverseSpeed=reverse self.avatarControlRotateSpeed=rotate def getSpeeds(self): #assert self.debugPrint("getSpeeds()") return (self.speed, self.rotationSpeed, self.slideSpeed) def setAvatar(self, avatar): self.avatar = avatar if avatar is not None: pass # setup the avatar def setWallBitMask(self, bitMask): pass def setFloorBitMask(self, bitMask): pass def initializeCollisions(self, collisionTraverser, avatarNodePath, wallCollideMask, floorCollideMask, avatarRadius = 1.4, floorOffset = 1.0, reach = 1.0): assert not avatarNodePath.isEmpty() self.cTrav = collisionTraverser self.avatarNodePath = avatarNodePath def setAirborneHeightFunc(self, getAirborneHeight): pass def deleteCollisions(self): pass def setTag(self, key, value): pass def setCollisionsActive(self, active = 1): pass def placeOnFloor(self): pass def oneTimeCollide(self): pass def addBlastForce(self, vector): pass def displayDebugInfo(self): """ For debug use. """ onScreenDebug.add("w controls", "DevWalker") def handleAvatarControls(self, task): """ Check on the arrow keys and update the avatar. """ # get the button states: forward = inputState.isSet("forward") reverse = inputState.isSet("reverse") turnLeft = inputState.isSet("turnLeft") turnRight = inputState.isSet("turnRight") slideLeft = inputState.isSet("slideLeft") slideRight = inputState.isSet("slideRight") levitateUp = inputState.isSet("levitateUp") levitateDown = inputState.isSet("levitateDown") run = inputState.isSet("run") and self.runMultiplier.getValue() or 1.0 # Check for Auto-Run if base.localAvatar.getAutoRun(): forward = 1 reverse = 0 # Determine what the speeds are based on the buttons: self.speed=( (forward and self.avatarControlForwardSpeed or reverse and -self.avatarControlReverseSpeed)) self.liftSpeed=( (levitateUp and self.avatarControlForwardSpeed or levitateDown and -self.avatarControlReverseSpeed)) self.slideSpeed=( (slideLeft and -self.avatarControlForwardSpeed) or (slideRight and self.avatarControlForwardSpeed)) self.rotationSpeed=( (turnLeft and self.avatarControlRotateSpeed) or (turnRight and -self.avatarControlRotateSpeed)) if self.wantDebugIndicator: self.displayDebugInfo() # Check to see if we're moving at all: if self.speed or self.liftSpeed or self.slideSpeed or self.rotationSpeed: # How far did we move based on the amount of time elapsed? dt=ClockObject.getGlobalClock().getDt() distance = dt * self.speed * run lift = dt * self.liftSpeed * run slideDistance = dt * self.slideSpeed * run rotation = dt * self.rotationSpeed # Take a step in the direction of our previous heading. self.vel=Vec3(Vec3.forward() * distance + Vec3.up() * lift + Vec3.right() * slideDistance) if self.vel != Vec3.zero(): # rotMat is the rotation matrix corresponding to # our previous heading. rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up()) step=rotMat.xform(self.vel) self.avatarNodePath.setFluidPos(Point3(self.avatarNodePath.getPos()+step)) self.avatarNodePath.setH(self.avatarNodePath.getH()+rotation) messenger.send("avatarMoving") else: self.vel.set(0.0, 0.0, 0.0) return Task.cont def enableAvatarControls(self): """ Activate the arrow keys, etc. """ assert self.debugPrint("enableAvatarControls") if self.task: # remove any old self.task.remove(self.task) # spawn the new task self.task = taskMgr.add( self.handleAvatarControls, "AvatarControls-dev-%s"%(id(self),)) def disableAvatarControls(self): """ Ignore the arrow keys, etc. """ assert self.debugPrint("disableAvatarControls") if self.task: self.task.remove() self.task = None def flushEventHandlers(self): pass if __debug__: def debugPrint(self, message): """for debugging""" return self.notify.debug( str(id(self))+' '+message)